5-1 | Inter/vention: Free Play in the Age of Electracy
Inter/vention: Free Play in the Age of Electracy
Jan Rune Holmevik
Cambridge, MA: MIT Press, 2012. Contents, notes, references, index, charts. 204 pp. $28.00 cloth. ISBN: 9780262017053
"Just as agents seeking to express themselves in alphabetic writing need to be literate, that is master the discourses and conventions of writing, egents who seek to express themselves in digital media need to be electrate ( p. 4)." Jan Rune Holmevik frames his book Inter/vention: Free Play in the Age of Electracy with Gregory Ulmer’s theory of electracy (competence in digital technology), while pulling from Derrida and Heidegger as well. The author adds to the theory that electracy does not supplant literacy, just as literacy did not supplant orality; rather, electracy is informed by literacy. He argues that the deepest way to understand the importance and vitality of the electrate life is to study play and how play shapes one’s electracy. Adopting Ulmer’s theory that play is the behavior inherent in an electrate life, Holmevik traces the digital landscape from its inception—weaving the idea of electracy as play through it and exploring everything from informatics and the rise of modern computing all the way to massively multiplayer gaming practices. He foregrounds his concept of hacker noir, discussing how hacker heuretics invent new forms and practices through playful interactions (interventions) with a medium, which in turn shape the digital tools we now use and play with daily. His examination of play within electrate environments showcases many of its dichotomies—play/work, pleasure/pain, productivity/consumption, real/virtual. This, in turn, complicates the deep connections that occur across what he calls the ludic transversal, which is inherent in electrate environments and in being electrate.